Author Topic: Ash: Phoenix  (Read 118304 times)

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Offline TIfanx1999

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Re: Ash: Phoenix
« Reply #75 on: November 08, 2010, 08:47:28 pm »
I love the way your text box system is structured. Very nice!

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #76 on: November 09, 2010, 02:50:10 am »
Wow great! For the Reign of Legends 3, I use some special script I made for displaying NPC convos, but mine only has pauses, line-breaks and going to next screen. It doesn't have selecting options and pauses in the middle of the text. No delays either.

Offline squidgetx

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Re: Ash: Phoenix
« Reply #77 on: November 09, 2010, 01:52:00 pm »
x.x lost the battle engine main program in a bad crash today....

fortunately I have a day old backup, and I didn't lose all the progress today since a lot of it are in external subprograms.

The battle engine (once I recode what I finished today) will be 1600 bytes lighter :D

Offline Ranman

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Re: Ash: Phoenix
« Reply #78 on: November 09, 2010, 02:01:16 pm »
x.x lost the battle engine main program in a bad crash today....

fortunately I have a day old backup, and I didn't lose all the progress today since a lot of it are in external subprograms.

The battle engine (once I recode what I finished today) will be 1600 bytes lighter :D

Glad to hear you only lost a day's worth of work and not more.

And nice size optimization I must say. :)
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ASHBAD_ALVIN

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Re: Ash: Phoenix
« Reply #79 on: November 09, 2010, 02:02:14 pm »
Oooh, that really sucks :(

Well, 1600 bytes is a lot to lose from the exe.  Seems like the loss helped you! :)

Offline aeTIos

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Re: Ash: Phoenix
« Reply #80 on: November 09, 2010, 02:03:56 pm »
exe?
you mean file or so?
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ASHBAD_ALVIN

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Re: Ash: Phoenix
« Reply #81 on: November 09, 2010, 02:04:31 pm »
exe?
you mean file or so?

executable code ;)

Offline aeTIos

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Re: Ash: Phoenix
« Reply #82 on: November 09, 2010, 02:06:07 pm »
ah
btw, [offtopic] THE GAME [/offtopic]
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Offline LordConiupiter

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Re: Ash: Phoenix
« Reply #83 on: November 09, 2010, 02:20:05 pm »
O NO! you made me lose it again!

most times you restart coding the same thing, it will be much more optimized, so don't give up ;)
« Last Edit: November 09, 2010, 02:21:15 pm by LordConiupiter »
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Offline squidgetx

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Re: Ash: Phoenix
« Reply #84 on: November 09, 2010, 03:26:51 pm »
yup, i was thrilled when I shaved off so much. The engine should now be under 9000 bytes, this is INCLUDING many major subroutines like the item system, menu stuff, and even some routines from the map engine. I'm happy that fitting this in the app is going to be a realistic goal. (current size of files: battle engine 9000 bytes, npc engine 1500, map engine 4000)

Since the NPC engine is in a different file, I worked on that a little bit and I'm happy to say it's pretty much done. A little note that's sort of interesting about the engine is that the typewriter style of displaying text is actually not an 'added' feature; it's part of the system. The engine reads one byte of data at a time and displays it, then moves on to the next byte. (If the byte isn't text it doesn't display). So ironically, taking out the typewriter effect would add to the program size lol :P
« Last Edit: November 09, 2010, 03:36:33 pm by squidgetx »

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #85 on: November 09, 2010, 04:05:21 pm »
x.x lost the battle engine main program in a bad crash today....

fortunately I have a day old backup, and I didn't lose all the progress today since a lot of it are in external subprograms.

The battle engine (once I recode what I finished today) will be 1600 bytes lighter :D
Yeah this is why I suggested a backup the other day X.x. I was worried that could happen at one point. Glad you didn't lose too much.

Offline squidgetx

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Re: Ash: Phoenix
« Reply #86 on: November 09, 2010, 04:08:09 pm »
It was scary; Axe froze while writing the app...I waited for 10 minutes, debating whether potential archive corruption was worth it. In the end I just pulled a battery; the only thing that happened was that the backup got deleted along with the program :P.

But no worries, PC backups ftw, plus I know all the code that I wrote so I should be able to rewrite it relatively quickly
« Last Edit: November 09, 2010, 04:08:17 pm by squidgetx »

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Re: Ash: Phoenix
« Reply #87 on: November 09, 2010, 04:50:20 pm »
Please for the love of [insert deity of choice], use CalcUtil.  Edit stuff from the archive and never lose data.  Ever.  No need to even use Axe's backup feature.

Offline DJ Omnimaga

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Re: Ash: Phoenix
« Reply #88 on: November 09, 2010, 11:39:23 pm »
Please for the love of The Game, use CalcUtil.  Edit stuff from the archive and never lose data.  Ever.  No need to even use Axe's backup feature.
Yeah Axe backup feature is still not very safe. However, CalcUtil or not, still do some PC backups. I heard someone had CalcUtil crash his calc before. Maybe CalcUtil is 99.5% reliable, but bad luck happens. What if you're in the 0.5%?

Offline squidgetx

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Re: Ash: Phoenix
« Reply #89 on: November 10, 2010, 07:08:12 am »
small update: All data/progress made yesterday that was lost was recovered yesterday in about 20 minutes :). Due to some progress on the enemy generation formulas, I didn't manage to recover the full 1.6 kb that I talked about earlier. The battle engine currently sits at 9249 bytes though :D (as opposed to the original size of 10500 bytes)
« Last Edit: November 10, 2010, 03:16:36 pm by squidgetx »